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Cost: 370 GP One-handed, Exotic Weapon 1d8 B +1d4 Fire, x3 Crit
Followers of Phenex often go out of their way to learn to use this odd weapon. It resembles an odd mace made of steel with a hollow head. The top has a cap which can be removed, allowing the center to be filled with coal and alchemists fire. When both of these things are added, it burns like a torch for 24 hours, thanks to the blessing of the God of Purification. It also deals an extra 1d4 points of fire damage in melee combat. If the flame is extinguished (by dunking it in water, etc) it ceases to deal the extra fire damage as well.
There is an alternative version, made to be a two-handed weapon designed by the non-orthodox followers. It deals 1d10 points of bludgeoning damage and an extra 1d6 points of fire damage when filled with coal and a dose of alchemist's fire, but the flames only last for 12 hours. You do not automatically gain proficiency with the two-handed variant if you are proficient with the normal Torch-Club.
Cost: 4 GP for 5
Screaming Arrows are arrows with heads specially built to create horrible screeches as they fly through the air. Often used by the church of Glasya Labolas for pranks, they startle people when shot. If used in combat, anyone within 5 feet of the area where the arrow lands must make a DC 12 Will save or be shaken for 1 round from the sensation of blood-curdling screams flying towards them.